Age of Sigmar/Tactics/Legends/Tamurkhan's Horde

From 2d4chan
Jump to navigation Jump to search

Here comes the great horde of Tamurkhan the Maggot Lord !!!

He brings chaos and despair in his wake.

Tamurkhan's Horde Summary

For the warscroll go to the new forge world website, download section

Tamurkhan's Horde Warscrolls

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

Named characters

Tamurkhan the Maggot Lord: Big, mean and perfect to destroy the heroes of the other side. Can take control of the hero which manage to kill him. Just shoot at him with 40 bretonian archers and a paladin

Kayzk the Befouled: 7" move, 7 HP, 7 bravery (I think I see a pattern...)

Sayl the Faithless: A nice wizard. Only 1 spell/turn but his special spell give 1 friendly unit at 10" a move of 18" and the ability to fly until your next hero pahse. If his pet his around (less than 3") he can redirect his wounds on him/it on a 4+.

Nightmaw: The pet. A cute hellspawn devoted to his master.

6HP, 4+ save (increased to 3+ against spell and shoot), 5+ special save against wounds and mortal wounds. And he heals himself 1 wound per turn.


Troops

Plague Ogres:They are really strong and hit like a ton of bricks but their weapons only have a 1' range, so charge them with 2' or 3' range weapons and kill them. Don't let them charge. P.s.they can come back from death on a 6+ and each unit in 3' of them suffers a mortal wound on 6+each combat phase

Bile Trolls:They have a strong vomit attack and they regen 1d3 wounds per turn on a 2+.Each unit in a 3' range of them has -1 to bravery and if their is no allied hero nearby they have a change of doing nothing for a turn.

Daemon Plague Toads: These beast each have 4 wounds, a5+ save and another special 4+ save, which makes them very, very resilient but they aren't hard-hitters. Chaos wizards can summon one of them on 5 or more. If the result is 11 or more 3 are summoned instead.

Daemon Pox Riders:They are even tougher than plague toads! FIVE wounds each, the same saves as above BUT if their is a nugle heroe around they re-roll save rolls of 1 AND they always inflict an additional-1 to hit modifier against schooting attacks.You can also summon them: on 6 or more one appears,on 11 or more you get a unit of 3.

Monsters

Gigantic Chaos Spawn:Strong but unreliable( random movement, random attacks, random mutations each turn). Some of the random mutations are very strong(full healing and re-rolls for one turn, unbinding like a wizard) but the effects only last for one turn(except for lost/healed) wounds

Chaos War Mammoth:This monster has 22 wounds!It has a 5+ save with re-roll against weapons with the rending characteristic -. His attacks all cause 1d3 wounds, so NEVER attack it with another monster unless you're sure of winning.Don't forget it causes a -2 penalty to battleshock test in the turn it charges.

Scenery

Formations

  • Sons of the Maggot Lord: A great formation composed of Tamurkhan, Kayzk, two units of Plague Ogres, one unit of Plague Trolls and a Gigantic Chaos Spawn. Enemies have a -1 to hit units in the battalion with ranged attacks, which helps make them even more ridiculously survivable. They also add 1 to their charge rolls which is a nice bonus to have. If you're building an army made of majority Horde-units then this is the battalion to build towards, although FW prices leave it getting expensive quickly. Curiously, Sayl isn't included.
  • The Leaping Pox: This formation consists of three units of Pox Riders and two units of Plague Toads. Their main draw is having a random chance to appear from any table edge from turn 2 onwards, as well as dealing out mortal wounds to non-Nurgle units close by. The ambushing capability forces your enemy to choose between dealing with them or the horde of rotting monsters heading their way, although even with their speed super-mobile or shooty armies like Wanderers of Duhardin can ruin their day. Also a good fit alongside a Nurgle Daemons cohort, who by and large tend to be rather sluggish.

Army Building

External links

List